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drages

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Posts posted by drages

  1. Maybe we should have some smaller quantum radar available much ealier? Provining not all information but half of them.

    I don't think there is an option about this.. u will get all info or nothing..

    There will be chemical and stun/emp weapons too..

    The beginning of the game much more interesting. To find enemies weak point and many new weapons and their purposes.. we will see the results after GC part öf the mod finished and tests begin.. I am working really hard but it's time consuming. ..

  2. damn, that's eye candies))

    maybe I miss something, but how the player is supposed to guess what weapon set will be required for a particular GC?

    Maybe the best option is to create a dropship storage, so it's possible to change outfit during the mission. But I haven't heard neither about this feature nor the plans to implement it...

    So this is the question and purpose of this mod!... there wont be any storage.. but maybe your rifleman will bring one ome rifle type too and u will drop the unnecceary one.. maybe u will bring more high explosives.. maybe you will want a base so quick to get a quantum radar..

    So all weapon will harm the enemy.. just some of them will be your trumph card.. so this is the idea of giving everything a purpose.. :)

  3. UPDATE:

    - Created 2 Tier class..

    1. Armor Penetration (AP) Weapons : Low dmg but AP ability..

    2. Armor Destroyer (AD) Weapons : High damage but no AP..

    3. Special Weapons : Mixed.. not as tier just pop ups with certain researches meat..

    - Kinetic weapons for first AD and AP tear finished.. AD weapons some new and some made of XNT guns and AP weapons totally new.. including a handcannon and autofire sniper.

    - Next i am thinking about some melee weapons.. modern axes becouse we got only baton melee animation as soldier sprites, so axes fits more..

    - AD and AP energy weapons are on the way..

    An example:

    2014_12_04_00002.jpg

  4. will u have the option to not activate it?

    its something fantastic idea.. just a huge c4.. but probably it will crash the game or kill all your soldiers too.. maybe i do it not so powerfull one but like XNT c4.. it was like a nukre anyway..

    pff i am bored.. not so many activity at forum and no need to talk about this kind of thing at this topic..

  5. By the way, are there any fixes for AI? It looks like even more suicidal than in vanilla. It tends to run to open area to score a 'kill' (mostly 'wound' or 'resist') and die horribly during my turn. Or use explosive guns at point-blank. Those stupid lizards still failing to learn that they shouldn't approach tough guy with MAG carbine. Also I've detected many times when one shot (mostly explosive AOE gun) causes multiple bleedings (up to 3).

    P.S. Worth to mention. Truly cool art you guys have made for the mod. Main menu pic is as it should be. Smiling guy on 'alien turn' image definetly likes it too.

    Late game is getting much more easier whatever u do. It's not about ai it's about the stats of aliens and mostly about us. Even plasma weapons are powerful. . So aliens will die horribly against your heavy armors and weapons. I think alien should have more survival with more resistances..

    I don't like big aoe weapons. Explosives and rockets are ok but other ones kills the tactical aspect..

  6. All the weapon groups will have their purpose as I always say. I made high explosives and they are powerful but you only can throw them in front of u.. so u need to get near.. I didn't touch explosive grenades I only made near tiers to tactical grenades. As rockets again they are most tactical.. but anyway u will have a rocket launcher soldier and 2 3 high explosive with u at battle..

    Door locking at ufos will be more harder then I think but I will reinforce them so u won't able to destroy them from away so easily..

    My experimental stage is nearly over.. I have nearly any idea about what I have planned.. this mod will be very big one.. I am started to add new guns to enemy and us.. they all coded and tested so I only need to assign them..

    As u see I am making new art for new items new bullets new particles new explosions even I am editing all the old art to give the game more soul..

    För this reason I gave a name to our spec ops. Division X. Or only x.. I will try to give more history with research too..

    I don't count new vehicles and airplanes and new enemies..

    För now as your answer, I hope I will finish the GC part of the mode at weekend.

    I wanted to make some multi ammunition weapons but sadly the game is not allowing this. So I needed to change some plans.

  7. Sure I can give this a try too, by improved buildings in last thread we spoke I meant they had different tiers for each building...

    Living Quarters holds 10 people

    Improved Living quarters 100 people

    Same goes with laboratories and workshops, I hate having to waste that much space just for 10 guys, maybe 100 is overkill but... 25?.

    Its about balancing.. if you do everything in a single base, the other bases would be outposts for air force... xenofobia got tons of things which are basicly same.. so you need to research so many thing for what?

    I will have many more research and manufactures for sure.. with time i am thinking to balance them.. first i thought to make research times faster.. but the capacity can be added as u said without overkill..

  8. I tried to make a handcannon like x-com..

    For this reason,

    1-i copy-paste a rocketlauncher cod, made it different named-pictured.. OK

    2-Create a ammo type as weapon like a rocket.. OK

    3-At rocket launchers weapon.xml file, ammo cod is

    "<Cell ss:StyleID="s66"><Data ss:Type="String">ammo.rocket</Data></Cell>"

    And the new ammo is weapon.rocket.bullet..

    -If i dont give the name as weapon.rocket.**** , i cant see it at rocket tab even its coded so..

    -Even i dont assign any other ammo to my new one, new weapon can use all rockets at rocket tab.. and standart rocket launcher can use my new ammo..

    -I changed weapon bullettype to normal.. nothing happened..

    -I changed ammo.rocket to ammo.cannon and made the ammo name weapon.cannon.bullet, game crash at inventory..

    So is there anyone who could pass this problems? i want my cannon :(...

    Looked to xenofobias multi ammo weapons but they are not working either..

  9. U skip alerium and even u go for mag? How did u survive at until all research done?

    Alenium is a important early research.. I can't understand how did u passed it for a long time and reach to plasma..

    Anyway.. if u want u can put Alenium in plasma research needs.. so u can't pass alerium before plasma..

    Smoke grenades should not make the other bombs explode.. I will correct it at my mod..

    Omega is hard to kill.. best choise is the grenade c4 spam.. the gas never goes off.. the fixes of this mod make that disappear.

  10. I'd like to rec my "Xenonaut Real Ranks" and "Unified Air Combat Images" mods. These are mostly cosmetic things that I'm sure some people would appreciate.

    They are not my tastes.. but can be optinal ofcourse..

    Blood would be very nice.. and by the way real laser efect mod would be very nice and good fit..

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